#ifdef GL_ES
precision mediump float;
#endif

uniform sampler2D sampler2d;
varying vec2 vtex;

vec2 point = vec2(0.5, 0.5);
uniform float scale;
void main (void)
{
	vec2 uv = (vtex - point)  / scale + point;
	gl_FragColor = texture2D(sampler2d, uv);
    return;
}
